Quote from Zaowchen»well I have more mods than those three, I have Iron Chests, Backpacks, Jabba, Chisel, Natura, and the Growthcraft mods, as well as flintlock guns. and I think that the Metal Chests from the Iron Chests mod should be forged with the metals heated and stuff, and the backpacks of the Backpacks mod be tailored.

What specific tool were you trying to make that you were expecting to require MF tools?

i got a bit of an odd problem… when using this on a server, the item ids get messed up somehow, and it prevents connection to the server. it only happens to a few items, and the client and server both launch and run fine, its just when you try to connect it says that there are id mismatches between the world and game. those mismatches are fixed when mf bridge is removed from the client and server. think you could fix it?

I've been having mixed results, also, there are a lot of Ars Magica errors on the server console.
In regards to any AM items, I am yet to actually find the class that has the item lists, so I've been unable to adjust any of the recipes for them yet.

I personally don't like the battlegear weapons, but I can't disable them when I use this mod because it crashes the game. Would it be possible for you to add a config option to disable individual recipes that you add?

I personally don't like the battlegear weapons, but I can't disable them when I use this mod because it crashes the game. Would it be possible for you to add a config option to disable individual recipes that you add?

Oh, yea, I can see why that's happening. I've added != null checks on all the BG stuff now.
I'll add config at some point, once I figure it out properly.

On the modpack thing, I've been pretty busy with exams, so I haven't been able to get around to going through all the mods. You could do as Proeliatorus suggested and launch again sans MFbridge.

Also note that because so much of BG2 is duplicated by MF, bost of my BG related code is removing the recipes for all of its weapons, only the wood and hide shields, the arrows, the flagpoles, and the quiver remain craftable when MFbridge is running

I'm a little confused, I know this mod adds compatibility for some mods with Minefantasy but I saw it has compatibility with Balkons Weapons and Battlegear 2. Does this mean you're able to use those two mods with Minefantasy? I thought Battlegear 2 was incompatible with Balkons Weapons or does this mod fix this issue while still using Minefantasy?

There is no incompatibility between Balkons and Battlegear that I am aware of. MFBridge just adjusts their recipes so that the weapons are crafted on the MineFantasy system, and removes the recipes for some superfluous weapons.

What are 'the ropes'? Adjusted altar recipes should be viewable in the compendium. The dig spell is a bit OP, but I'm not really sure what to do about that, the tools I made it require have the same effectiveness as the dig spell. I could use something more expensive I guess.

Edit: Nope, only used in Balkon's Flails. I cannot comprehend why it would crash.

Edit2: It turns out it's because Battlegear's config is processed inefficiently, and items are removed in post, rather than not being created at all. I've set loading after BG as a dependency so it works now.

There's a few items that use vanilla weapons, and the robes could do to be tailored.

I'd actually had the idea of having a master recipe purge method that found all instances of vanilla weapons/tools in all recipes and replaced them with their counterparts, this does not appear to be possible though, Forge doesn't want to let me get at the contents of Recipes.